In preparation for the Season 3 servers starting in September, I've created this thread as a meeting place for TOH1 and TOH2 players, as well as others encountered on the server willing to join. If you're interested in participating in S3 with TOH, please post your interest here.
In theory Heroes6 will be out at about the same time, so a lot of us might be preoccupied with the new game, so TOH will only participate on one S3 server instead of two.

I'm interested in joining ToH again for the 3rd season. Ideally we would face up with drunken monkeys again to avenge our loss on the silly dwarf king election server.

Oh, and I intend to switch from Necro to Academy. I've been experimenting with gremlins and it is pretty brutal with the light spells.

Speaking of which:
Saturday, July 16th 2011

VesuviusTOH

Currently we have taken 6 fortresses, and Drunken Monkey went down to 4. They had triggered the Victory Conditions -- but now in theory it should be reset. According to the timers, it looks like they will win soon, even though it should have reset?

Monday, July 18th 2011

M&M HK Support

We are investigating the problem with developers at this time. If there was an error in the endgame it will be corrected. Please keep in touch and update the ticket if anything new arises.

I(korone) am not sure I will want to play season 3 or not with homm6 coming out around the same time, but I would be willing help set things up.well we are all homm players more than hk players, so we are more focused on homm6 than s3 hk. But at least one season of hk won't be too time consuming (and can be played between homm6 turns hehe).____________

About S3. If they do not fix the bug in Runic fortress it will be very bad for the game. The magic shiled is reducing only the base power of spells, so RF are sooo vulnerable now. For example my summet server in the east is endless thx to that...

But I´m looking forward to alliance buildings )

LM

Yes, you're a power player, and very aggressive, that is what we need in TOH

Just a note on these summer league servers, the seals appear to be cumulative across severs (the ones that you win at the end of server also appear on newer servers)...which leads me to believe that you can collect thousands of seals if you play as many of these servers as you can.
____________

I'm not sure if this is the place to discuss specific strategies as this is a public forum, but someone should get the ball rolling on that as season 3 requires a bit more pre-planning than previous seasons.

At any rate, I guess I could start out with a personal conundrum...

With the ability to take two level 10 legacy abilities at once(and being a Domination major), I toyed around with taking the two most disgusting abilities at once: Population Contribution and Mysticism. Population Contribution is already well-known as an extremely powerful legacy ability, but Mysticism is not - due to the fact that no one really had the points to explore it as a possibility when Population Contribution offered an easy-to-calculate benefit.

After playing around with the ridiculousness of Mysticism 10+ on the Dwarf King servers, something became apparent. Population Contribution is disgusting. Mysticism is disgusting. But having Population Contribution and Mysticism does not make one doubly-disgusting. I guess I could split up the performance of both skills into three phases:

1. Early game where legacy hero spends the majority of its time clearing tiles.

2. Early-Mid game where legacy hero is out harassing the neighbors.

3. Mid game+ where the legacy hero is out attacking Fortresses.

In the early game, you gain the benefits of both legacy skills as long as you keep your army with your legacy hero, which you usually do. In the Early-Mid game, your legacy hero is out somewhat, but spells are saved for tile clearing still so the hero is still mostly at home save for the routine pillage/attack.

The problem occurs when you hit the mid-game+ and your legacy hero is out attacking fortresses or closing rifts. Mysticism 10+ reduces your spell refresh from the default 12 hours to 5 hours, 20 minutes. A single fortress attack consumes 90 minutes, and you can perform roughly 3 fortress sorties with that hero before all your spells start popping up again. With rifts, sorties can be much longer than 90 minutes depending on how far away the thing spawns.

The result is that your legacy hero is only around at night, and you receive perhaps half of the benefit of Population Contribution because of this. So is it still worth taking?
____________